VOTING: My stupid one class idea:))
Moderator: Moderator
VOTING: My stupid one class idea:))
One class tome idea:) Please voting:)
-
- Uruivellas
- Posts: 924
- Joined: Sun Jul 06, 2003 10:04 pm
- Location: A mountain range east of Bree
I say we stick with Neil's Law(tm): if we don't know how people will like it, we should test it in a module first.
Also of note: current classes, what with FF, offer good versatility skill-wise.
However, I would like to see our favorite clumsy adventurer replaced by something more... interesting... in the near future. Just my 2 cents.
Also of note: current classes, what with FF, offer good versatility skill-wise.
However, I would like to see our favorite clumsy adventurer replaced by something more... interesting... in the near future. Just my 2 cents.
WWBD - What Would Bozo Do?
-
- Archmage
- Posts: 414
- Joined: Tue Jul 15, 2003 1:39 am
- Contact:
Maybe have everything start at say 1.0 per skill point, but as you cross class they get more expensive.
Ex:
You decide to pick up combat, magic-device, and symbiosis, in that order. After putting a point into combat, magic device and symbiosis only give you only .975 per point. When you put a point into magic device, symbiosis now gives .925 per point, but since you already started on them, combat is still at 1.000 per point and magic-device is still .995 per point, but all other skills have gone down to say .89 per point.
For the 'special' skills, like sorcery, you could lose the ability to raise them at all if you got something that interfered with it, such as weaponmastery. An current example would be anti-magic->magic-device. You might also consider setting a birtch flag, IE you can choose to specialize in a skill, or select one of the special skills. 'You are gifted in sword-mastery.' or 'You are a sorcerer.' Flagging to special skills would just give them to you at normal rates, while specializing in a specific skill would give them a starting bonus to how much you get per point.
Ex:
You decide to pick up combat, magic-device, and symbiosis, in that order. After putting a point into combat, magic device and symbiosis only give you only .975 per point. When you put a point into magic device, symbiosis now gives .925 per point, but since you already started on them, combat is still at 1.000 per point and magic-device is still .995 per point, but all other skills have gone down to say .89 per point.
For the 'special' skills, like sorcery, you could lose the ability to raise them at all if you got something that interfered with it, such as weaponmastery. An current example would be anti-magic->magic-device. You might also consider setting a birtch flag, IE you can choose to specialize in a skill, or select one of the special skills. 'You are gifted in sword-mastery.' or 'You are a sorcerer.' Flagging to special skills would just give them to you at normal rates, while specializing in a specific skill would give them a starting bonus to how much you get per point.
-
- Archmage
- Posts: 414
- Joined: Tue Jul 15, 2003 1:39 am
- Contact:
-
- Archmage
- Posts: 396
- Joined: Mon Feb 24, 2003 1:50 am
- Location: The Land of LaLa
...aren't these all ideas... ??
I like your idea Varil, and is ~similar~ to what I'm sayin here: (your idea sparkedsa a few sparkplugs...
)
Guilds...Guilds...towns, villages, places to go to actually train appropriately, A Rohan Knight, well, they're from Rohan. A hobbit may go to Hobbiton, or play Sam and follow elf teachings. Go visit Saruman or Gandalf to be a mage (although, which races?). Visit Strider to train your nature skills. Etc., Etc., Etc.... Got directly to Mordor if you are an orc, troll, or other vile creature -- do not pass Bree, do not collect $100 for Social Class. You, my evil friend, are out to cover this Earth in Shadow...
Make the quests follow suit to book or what may have happened. Orcs try to find their leaders: Saruman and/or Sauron. A Barrow Wight at the end of the Barrow Downs. But first, you have to locate derry dol Tom Bombadil! Or, die!
A quest in Lothlorien to gain an appropriate elven gift according to race (orcs need not apply - afterall, Saruman has you busy...). Etc., Etc., Etc.,...
Points are gained for successful completion of certain feats. Not only the death of a monster is awarded, but the simple execution of the spell, or critical scored on a hit. Successful thievery, unlock*, untrap*, hunting, reading All increasing the skill ponts in these areas & improving individual stats/attributes with frequent use. Not using a skill for a prolonged amount of time may actually decrease their values. The system would be 'floating' in a sense - due to their never being a limit to amount of skill points. You _must_ practice each skill to be proficient. Once points are lost due to nonuse, they are lost 'forever', until skill points are regained. This would allow, and seemingly force, a more broad playing strategy. Casting manathrust *all* of the time suffers other spells... You are not a god, you cannot cast all spells with supreme accuracy and at such high volume.
Anyone can train in any area they wish. Limitations (rather than penalties) would be given to a cross reference of different magic and combat skills. Magic has physical strain on the body, effecting muscular ability. Errgh, can I really hoist that 32 lb. sword? Items that affect attributes will be rare, indeed. You either practice with your sword and lift weights or you will be a ~wimpy~ swordmaster. No time for books! What times allows it what gets trained. You do not receive points for gaining a level, you get experience and train skills (via successful attempts) to level up. Talking to someone may grant knowledge or points.
Anyway, in conclusion, my opinions and agreeing with the feasibility of a one class system...
*I Know these are already awarded...
** I may have been pipedreaming a few of these...yaaawwn, i'm tired...
Buy those points from NPCs or Uniques with proficiency in desired skill. 'Buy' can mean $$$ or reward. I like the idea of skills, although its been shunned because SAng is like this.Or:
To buy an entirely new skill costs 10 skill points or so. Doing this allows access to the skill at regular rates. When you start the game, you get to pick 2 or 3 skills to start with.
I like your idea Varil, and is ~similar~ to what I'm sayin here: (your idea sparkedsa a few sparkplugs...

Guilds...Guilds...towns, villages, places to go to actually train appropriately, A Rohan Knight, well, they're from Rohan. A hobbit may go to Hobbiton, or play Sam and follow elf teachings. Go visit Saruman or Gandalf to be a mage (although, which races?). Visit Strider to train your nature skills. Etc., Etc., Etc.... Got directly to Mordor if you are an orc, troll, or other vile creature -- do not pass Bree, do not collect $100 for Social Class. You, my evil friend, are out to cover this Earth in Shadow...
Make the quests follow suit to book or what may have happened. Orcs try to find their leaders: Saruman and/or Sauron. A Barrow Wight at the end of the Barrow Downs. But first, you have to locate derry dol Tom Bombadil! Or, die!

Points are gained for successful completion of certain feats. Not only the death of a monster is awarded, but the simple execution of the spell, or critical scored on a hit. Successful thievery, unlock*, untrap*, hunting, reading All increasing the skill ponts in these areas & improving individual stats/attributes with frequent use. Not using a skill for a prolonged amount of time may actually decrease their values. The system would be 'floating' in a sense - due to their never being a limit to amount of skill points. You _must_ practice each skill to be proficient. Once points are lost due to nonuse, they are lost 'forever', until skill points are regained. This would allow, and seemingly force, a more broad playing strategy. Casting manathrust *all* of the time suffers other spells... You are not a god, you cannot cast all spells with supreme accuracy and at such high volume.
Anyone can train in any area they wish. Limitations (rather than penalties) would be given to a cross reference of different magic and combat skills. Magic has physical strain on the body, effecting muscular ability. Errgh, can I really hoist that 32 lb. sword? Items that affect attributes will be rare, indeed. You either practice with your sword and lift weights or you will be a ~wimpy~ swordmaster. No time for books! What times allows it what gets trained. You do not receive points for gaining a level, you get experience and train skills (via successful attempts) to level up. Talking to someone may grant knowledge or points.
Anyway, in conclusion, my opinions and agreeing with the feasibility of a one class system...
*I Know these are already awarded...
** I may have been pipedreaming a few of these...yaaawwn, i'm tired...

"If looks could *kill*, I would stare *forever*..."
-
- Archmage
- Posts: 396
- Joined: Mon Feb 24, 2003 1:50 am
- Location: The Land of LaLa
Yeah, that was in the back of my mind as I was writing that.Maylith wrote:It's interesting, but (and I may be wrong here) it sounds like an immense re-coding project...
ah, yes, due to thier upbringing...dromaczek wrote:P.S. Clasess should be more connected with races, for example wood elf should have +10% more shoting skill per points than normal character, etc...
-
- Archmage
- Posts: 355
- Joined: Mon Feb 23, 2004 3:14 pm
- Location: Southeast Michigan
Poll
I voted no because I like the way the current game works. I don't find it at all restrictive as I usually know what kind of character I want to develope before I start the game and can pick a race/class combo that works best for my style. If anything, a one class adventurer type character generation will probably lead to less variations in playing styles and endding characters.
Everyone (at least the ones that like high power characters) will pick nearly the same skills to maximize and have pretty much the same ending characters. The current system actually allows for more, not less variation as each race/class combo has different strengths and different skill trees. This makes each playing session of the game feel completely different and provides an incredible amount of re-playability.
The only change I would like to see is to have archers be able to train their Spirituality. Why do they need to be athiests. As I see it rangers, as being a character closer to nature, would actually be more spiritual than a warrior character. I think the base skills (Combat, Sneakiness, Magic, Spirituality and Monster Lore) should be available to all class/race combos with the actual combo chosen allowing certain specializations. This is basically the way it works now but some classes are completely excluded from learning some base skills (archer/spirituality and sorcerer/combat). Even a sorcerer should be able to learn the base combat skill at a much reduced rate (.1 to .3 or something) even without resorting to FF quests.
Oh, and although I voted no, I don't think it is a stupid Idea. I just wouldn't want it to be implemented in this game as it would change the whole feel of it too much. Basically, since ToME/Angaband/Moria are really just character development games, changing the character development system would completely change the gaming feel and style.
It might work in a completely different game but I wouldn't want someone messing with my addiction.
Everyone (at least the ones that like high power characters) will pick nearly the same skills to maximize and have pretty much the same ending characters. The current system actually allows for more, not less variation as each race/class combo has different strengths and different skill trees. This makes each playing session of the game feel completely different and provides an incredible amount of re-playability.
The only change I would like to see is to have archers be able to train their Spirituality. Why do they need to be athiests. As I see it rangers, as being a character closer to nature, would actually be more spiritual than a warrior character. I think the base skills (Combat, Sneakiness, Magic, Spirituality and Monster Lore) should be available to all class/race combos with the actual combo chosen allowing certain specializations. This is basically the way it works now but some classes are completely excluded from learning some base skills (archer/spirituality and sorcerer/combat). Even a sorcerer should be able to learn the base combat skill at a much reduced rate (.1 to .3 or something) even without resorting to FF quests.
Oh, and although I voted no, I don't think it is a stupid Idea. I just wouldn't want it to be implemented in this game as it would change the whole feel of it too much. Basically, since ToME/Angaband/Moria are really just character development games, changing the character development system would completely change the gaming feel and style.
It might work in a completely different game but I wouldn't want someone messing with my addiction.

"All right you slobbering, savage, mindless creature - prepare to meet your equal!" - Groo
-
- Spiderkin
- Posts: 563
- Joined: Tue Dec 17, 2002 9:55 pm
- Location: Minnesota, USA
With a little digging into the edit files, you can always just cook up a new class of your own. A friend of mine changed the assassin class by removing most of the rogue skills except stealth and giving the class some antimagic. If you don't like the way the classes work now, change them. If you enjoy playing a race with +10 in all stats that advances like a yeek, make it. If you think the phial of galadriel is too powerful for such a low level item, tone it down. If you don't like having a certain item in the game, replace it in the files with one you like better.
In any case, I don't think everyone playing a one class ToME would choose the same skills. We're too varied a group of people for that.
In any case, I don't think everyone playing a one class ToME would choose the same skills. We're too varied a group of people for that.